Game Design
Ongoing coverage on Game Design.
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Unknown Worlds talk about what’s coming to Subautica 2 in Early Access
Unknown Worlds has detailed upcoming updates for Subnautica 2's Early Access period, focusing on expanding core systems, adding co-op features like proximity voice chat and character customization, and introducing new content such as a vehicle and explorable region. The developers are prioritizing player feedback, particularly regarding the game's approach to vulnerability and survival over traditional combat, aiming to improve creature encounters and player mitigation tools.
I thought I was over 2.5D, but make it look like Marvel vs. Capcom plus Berserk and I'm back, baby
Dungeon Lurker is an upcoming hack 'n slash roguelike that stands out with its unique art style, blending large, animated comic book-inspired sprites with dark fantasy themes reminiscent of Berserk and Dark Souls. Despite being a roguelike, it will feature over 30 unique levels instead of procedural generation, and will include secrets hidden within its game manual. The game is slated for an early 2027 release on Steam.
I'm glad PS5's Wolverine is a comic accurate deadly predator, and not just a mindless hack and slasher
Insomniac Games' Marvel's Wolverine for PlayStation 5 will feature a blend of hyper-violence and stealth, allowing players to strategically execute enemies. The game aims to capture Wolverine's predatory nature with light stealth elements and brutal combat, differentiating it from a mindless hack-and-slash experience. The developers are focusing on a linear single-player structure, promising a tightly designed campaign.
The follow-up to one of my favorite RPGs of the 2020s finally has a demo, and it does not disappoint: Bat people, a mushroom hellscape, and funky JRPG combat from bizarro world 2005
Entropy, a JRPG from Lovely Hellplace, has released a playable demo on Steam with an early access launch date of August 18. The game features a party system with up to 14 members, permadeath mechanics reminiscent of Fire Emblem, and a unique combat system with row-based positioning. Its art style and unsettling atmosphere evoke mid-2000s JRPGs with a distinct, freakish spirit.
I never change weapons in RPGs, which means I've made Obsidian director Josh Sawyer's life a living hell when it comes to making cool armour systems
Obsidian director Josh Sawyer discusses the challenges of designing compelling armor systems in RPGs, particularly when players like himself tend to stick to a single weapon and armor set. He cites Darklands as an inspiration for its rock-paper-scissors approach to combat and armor interaction, but notes that player adherence to character concepts can make implementing such systems difficult.
Way to the Woods: Going Horns-on With This Indie Gem Ahead of Summer Game Fest Play Days
Way to the Woods is a 3D narrative indie game where players control a deer guiding a faun through abandoned urban environments. Creator ant tan, also known as OnePixel.Dog, aims to evoke a unique emotional tone by focusing on an animal's perspective and sensory experience, inspired by games like The Last of Us and INSIDE. The game features minimalist cel-shaded graphics, expressive animations, and an enchanting soundtrack by aivi and surasshu, and is set to appear at Summer Game Fest Play Days for Xbox Series X|S.
How the Replaced devs fixed display bloat with a stylish gadget
Replaced, a 2.5D adventure game by Sad Cat Studios and Thunderful Publishing, faced a lore problem that bloated the project's scope. Game director Yura Zhdanovich introduced the 'Wingman' gadget, inspired by the GameBoy Camera and Sony Walkman, to centralize lore items and music, solving the display bloat issue and enhancing the game's tactile, immersive feel.
Ace Combat director says 'I've been doing this for 30 years, so I know exactly how hard we're going'—and after playing it, I can confirm Ace Combat 8 goes extremely hard
Ace Combat 8: Wings of Theve continues the series' tradition of over-the-top aerial combat with a focus on dramatic storytelling and engaging missions. The preview highlights improved sound design, a more involved upgrade system, and enhanced first-person cutscenes using Unreal Engine 5. Series brand director Kazutoki Kono emphasizes the game's commitment to delivering an intense experience for both new and veteran players.
From Clouds To Ketchup Bottles, Ace Combat 8: Wings of Theve Is Pushing The Series To New Heights
Ace Combat 8: Wings of Theve is introducing several new features, including a first-person perspective for its entire story and advanced cloud rendering technology within Unreal Engine. Director Kazutoki Kono discussed the game's focus on immersion, the influence of Top Gun: Maverick, and the meticulous detail in creating both real and fictional aircraft.
Ace Combat 8 hands-on preview and interview: ‘it became real-life quite quickly'
Ace Combat 8 is set to deliver a modern take on aerial combat, building on the success of Ace Combat 7 which sold 7.5 million copies. The game features a complex backstory in the fictional Strangereal world, stunning graphics enhanced by a new 'Cloudy' engine, and a focus on action gameplay with realistic elements. Developers Kazutoki Kono and Manabu Shimomoto discussed the game's themes of information manipulation and its grounded approach to near-future technology.
Ace Combat 8: Wings of Theve Hands-On Preview: A "Photorealistic Sky and the Sense of Freedom"
Bandai Namco hosted an exclusive hands-on preview event for Ace Combat 8: Wings of Theve, the latest installment in the long-running aerial combat franchise. The preview showcased early campaign missions, highlighting the game's rich storyline, customizable aircraft, and fast-paced missions. Developers emphasized the franchise's core pillars: a photorealistic sky, the satisfaction of dogfighting, and the feeling of becoming an ace pilot, with graphics powered by Unreal Engine 5 and Bandai Namco's Cloudly Engine.
Ace Combat 8 channels Top Gun Maverick's jet-powered thrills, and after flying a few missions I can't wait to…
Ace Combat 8: Wings of Theve aims to elevate the series with a focus on squad-based aerial combat and a more character-driven narrative, inspired by Top Gun: Maverick. Developed using Unreal Engine 5, the game promises enhanced visual fidelity and engaging dogfights. Brand director Kazutoki Kono highlighted improvements to the tutorial and player onboarding, as well as a greater emphasis on building camaraderie with squad members.
Think you've got a handle on Mina the Hollower? Yacht Club reckons many playthroughs are "missing 50 percent of the game", and "there are a few very secret things" players are yet to find
Developer Yacht Club Games suggests that many players are missing significant portions of Mina the Hollower, with playthroughs typically only completing 50-70 percent of the game. The studio highlights that numerous secrets and hidden elements remain undiscovered by the community, despite active online discussion and collaboration.
My Talking Tom 2 Reworks Its Backyard Into a Playable World
Outfit7 has released a major update for My Talking Tom 2, transforming the game's backyard into a larger, explorable world. Players can now directly guide Talking Tom through themed zones for activities like cooking, playing mini-games, and interacting with pets. The update introduces a new experimental cooking system and aims to provide a more dynamic and evolving gameplay experience.
Did Marvel’s Wolverine make a good impression in the State of Play?
Readers express mixed feelings about recent gaming showcases, with "Marvel's Wolverine" drawing comparisons to "Uncharted" and "Batman: Arkham Asylum" for its perceived lack of originality. Concerns are also raised about the frequency of sequels and the potential for Xbox to offer more surprising content. Additionally, discussions touch upon Nintendo's infrequent announcements, the modern trend of extensive post-launch downloads for games like "007 First Light," and the perceived decline in innovation within triple-A titles.
There's more to God of War Laufey's cube than your small brain can possibly understand: This is the best…
A theory suggests that the cube character, Phranque, in God of War Laufey is a manifestation of Metatron's Cube from sacred geometry. This cube is believed to represent the patterns of creation and can be used for healing and spiritual progression, potentially aiding Laufey in the chaotic afterlife realm of Everywhen. The article speculates on Phranque's role as a protector and companion.
Marvel’s Wolverine Has Already Won Me Over
Insomniac Games' Marvel's Wolverine has impressed the author with its approach to Logan's brutal nature and narrative. The combat system, which balances Wolverine's healing factor and rage with enemy damage, and the story focusing on mutant persecution and the Reavers, have addressed initial concerns. The game's depiction of Logan's relationships, particularly with Jean Grey, and the potential for visceral combat and set-pieces, have generated significant enthusiasm for the title.
Marvel’s Wolverine is the “Ultimate Wolverine Fantasy,” But You Can Turn Off the Gore
Insomniac Games aims to deliver the 'ultimate Wolverine fantasy' in Marvel's Wolverine, featuring unapologetic violence and gore integral to the character. Game director Mike Daly confirmed that an option to turn off gore will be included to cater to a wider audience. The game, set to launch on September 15th, will follow Wolverine three years after leaving his team, encountering allies like Jean Grey and Sabretooth while fighting Reavers.
Marvel's Wolverine is not an open-world game like Spider-Man, it's a "linear single-player…
Insomniac Games has confirmed that Marvel's Wolverine will be a linear single-player adventure, differing from the open-world design of Marvel's Spider-Man. Game director Mike Daly stated the focus is on a high-octane, intriguing story that captures Wolverine's character, featuring a globe-trotting narrative with optional content and varied gameplay.
Splinter Cell designer Clint Hocking says "I don't think I could ever do better" than Chaos Theory, so he'll never return to the stealth series
Splinter Cell: Chaos Theory designer Clint Hocking stated he believes he made the best Splinter Cell game he could with Chaos Theory and has no desire to return to the series. He considers the 2005 title to be the definitive Splinter Cell experience and has moved on to other projects, including Far Cry 2 and Assassin's Creed Hexe, before leaving Ubisoft to found Build Machine Games.